MantisBT - Zandronum
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0000839Zandronum[All Projects] Bugpublic2012-05-06 22:432018-09-30 22:57
unknownna 
Torr Samaho 
normalminorsometimes
closedfixed 
1.0-beta 
2.0 
0000839: Some players end up skipping a lot online even though cl_ticsperupdate is 1
I noticed this a few times, but I didn't report it until now. It appears to me that some players in-game will skip much more than others. It looks like they teleport small distances all the time when moving.

IIRC, this didn't happen in 98d, or perhaps I simply didn't notice it due cl_ticsperupdate not being available back then.
I recorded a short demo of it (120415-2135) during the testing marathon that took place earlier today. You'll need the files below in order to view it. Press your bound "spynext" button two times to spy on Qent. When he's at the skull pillars, he'll lag noticeably. You can also observe this as a demo spectator.
'http://sickedwick.net/wads/pkst2_v4.zip [^]'
'http://sickedwick.net/wads/pkst2_v4_hotfix3.zip [^]'
'http://sickedwick.net/wads/skullspree4a.zip [^]'
'http://sickedwick.net/wads/decapst_97b.zip [^]'
'http://tiny.cc/stdata118 [^]'
No tags attached.
related to 0001222closed Torr Samaho Players who jitter due to a bad connection can void collision detection 
? 2012.05.06_18.53.38_pkst2_v4pk3.pkst2_v4_hotfix3pk3.skullspree4a.decapst_97b.cld (157,094) 2012-05-06 22:43
/tracker/file_download.php?file_id=611&type=bug
Issue History
2012-05-06 22:43unknownnaNew Issue
2012-05-06 22:43unknownnaFile Added: 2012.05.06_18.53.38_pkst2_v4pk3.pkst2_v4_hotfix3pk3.skullspree4a.decapst_97b.cld
2012-05-06 22:51TIHanNote Added: 0003572
2012-05-07 00:56TIHanStatusnew => acknowledged
2012-05-08 17:40unknownnaNote Added: 0003600
2012-05-08 17:41unknownnaNote Edited: 0003600bug_revision_view_page.php?bugnote_id=3600#r1972
2012-05-08 17:41unknownnaNote Edited: 0003600bug_revision_view_page.php?bugnote_id=3600#r1973
2012-05-08 17:42unknownnaNote Edited: 0003600bug_revision_view_page.php?bugnote_id=3600#r1974
2012-05-08 20:17TIHanNote Added: 0003601
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2013-06-08 05:06WatermelonNote Added: 0006374
2013-06-08 08:55DuskAssigned To => Watermelon
2013-08-12 15:55WatermelonNote Added: 0007000
2013-08-12 15:55WatermelonAssigned ToWatermelon =>
2013-08-12 15:55WatermelonStatusacknowledged => confirmed
2013-08-12 19:29DuskRelationship addedrelated to 0001222
2015-06-06 13:36unknownnaNote Added: 0012540
2015-06-06 13:36unknownnaAssigned To => Torr Samaho
2015-06-06 13:36unknownnaStatusconfirmed => resolved
2015-06-06 13:36unknownnaResolutionopen => fixed
2015-06-06 13:36unknownnaFixed in Version => 2.0
2018-09-30 22:57Blzut3Statusresolved => closed

Notes
(0003572)
TIHan   
2012-05-06 22:51   
I think I brought this up to Torr at one point, and it looks like ping fluctuations and packet loss will cause this. The question will be is how do we handle it?
(0003600)
unknownna   
2012-05-08 17:40   
(edited on: 2012-05-08 17:42)
Visually, it looks like you're missing 35% percent of all packets from one player only, so something feels a bit buggy here. And I'm pretty sure that Qent didn't lag locally and/or felt that he lost a lot of packets. My ping is 156 in the demo and Qent's is 126.

I also noticed this as a spectator on a 98e duel server even before this, but I just thought that one of the clients were lagging normally. But IIRC, the other client started to lag after a changemap map change and the client that lagged earlier didn't lag anymore.

(0003601)
TIHan   
2012-05-08 20:17   
These types of issues have definitely been in ST for a while as far as I'm concerned. I think we should address the issue. Personally I've looked into it, but I haven't figured out the exact cause of the issue. Packet loss has a factor in this, but I don't think that is the prime cause; it seems ping has an affect against it. I do not know why though.
(0006374)
Watermelon   
2013-06-08 05:06   
I have a solution to handle this, but it will require a whole fundamental change to our unlagged.

Therefore I will tackle this after 1.1 is out.
(0007000)
Watermelon   
2013-08-12 15:55   
Torr has taken care of this with an upcoming tic buffer.
(0012540)
unknownna   
2015-06-06 13:36   
I just stumbled upon this old report of mine. I'd say that this is fixed now with the tic buffer indeed.